Dark Gift: Devil Daggers Adds New Enemies, Mac Version

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It’s been almost one day since we last posted about Devil Daggers [official site] and I agree with you: that is too long. And since then, developers Sorath have released a major update for the arena survival FPS. It brings two new enemy variants and fresh new leaderboards to accompany them, a field of view slider, a Mac version, and new ways for cackling skulls to become even more intimate with your ears. All this is good.

The two new enemies are a third type of the skull-spawning squidpillars:

Onto technical things! The new FoV options go from 75 degrees up to 120, which is a generous spread. It has vynsc options now too, for folks who like (or dislike) steady satans. You can cram those skulls deeper into your ears now too, as Sorath explain the new HRTF processing option brings “virtual surround sound when using headphones.” Annnd the Devil Daggers soundtrack is now dunked into its /OST/ subfolder for your listening pleasure.

Devil Daggers is still on sale on Steam, down to £2.99/3,74€/$3.74, for another day.

And yes, new enemies do mean new leaderboards. The old version of Devil Daggers and its leaderboards have been shuffled into a ‘beta’ branch, if you really want that all back, but the rest of us can begin climbing all over again. Former champ ‘Sojk’ is the new champion but still several minutes short of their previous best. This here isn’t their current best run but it does show some of the new baddies:

Doom looks fine, I just didn’t see anything really outstanding in it (in the demo at least). Reminded me of Bulletstorm (which is also one of the better looking shooters I guess, compared to CoD and Battlefield).

The demo is a extremely small slice of the game, and if you’ve followed all of the technology it packs, you get a better idea of just how impressive it all is, especially for how well they’ve made it run on not only PCs, but consoles.

Devil Daggers is cool, but the excessive distance and darkness, combined with the pixelation really obscures too much of the design for me, plus it hinders gameplay in my opinion.

Never said I didn’t like it. I think it’s lovely, actually. I’m just saying that visual quality is purely subjective, and it’s silly to appeal to a technical analysis to “prove” that a game looks good.